// Standard use std::time::Duration; // Internal use common::state::State; use world::World; #[derive(Debug)] pub enum Error { Other(String), } pub struct Input { // TODO: Use this type to manage server input } pub struct Server { state: State, world: World, // TODO: Add "meta" state here } impl Server { /// Create a new `Server`. pub fn new() -> Self { Self { state: State::new(), world: World::new(), } } /// Get a reference to the server's game state. pub fn state(&self) -> &State { &self.state } /// Get a mutable reference to the server's game state. pub fn state_mut(&mut self) -> &mut State { &mut self.state } /// Get a reference to the server's world. pub fn world(&self) -> &World { &self.world } /// Get a mutable reference to the server's world. pub fn world_mut(&mut self) -> &mut World { &mut self.world } /// Execute a single server tick, handle input and update the game state by the given duration pub fn tick(&mut self, input: Input, dt: Duration) -> Result<(), Error> { // This tick function is the centre of the Veloren universe. Most server-side things are // managed from here, and as such it's important that it stays organised. Please consult // the core developers before making significant changes to this code. Here is the // approximate order of things. Please update it as this code changes. // // 1) Collect input from the frontend, apply input effects to the state of the game // 2) Go through any events (timer-driven or otherwise) that need handling and apply them // to the state of the game // 3) Go through all incoming client network communications, apply them to the game state // 4) Perform a single LocalState tick (i.e: update the world and entities in the world) // 5) Go through the terrain update queue and apply all changes to the terrain // 6) Send relevant state updates to all clients // 7) Finish the tick, passing control of the main thread back to the frontend // Tick the client's LocalState (step 3) self.state.tick(dt); // Finish the tick, pass control back to the frontend (step 6) Ok(()) } /// Clean up the server after a tick pub fn cleanup(&mut self) { // Cleanup the local state self.state.cleanup(); } }